| GM Quirk |
While Narla seems friendly, this lashunta seems gruff. It seems he does agree that you might be able to be helpful in this situation, particularly after sizing up Yariel.
“Maybe we just caught a break here. Listen, if your group
can reach one of the reactors, my team can take the other.
Shut ’em both down and we can open those blast doors.
Maybe we’ll all live through this, after all.”
The pause, expecting any questions you might have.
I'll see what kind of map they can transmit. I might just make current maps open, or mostly open, for your viewing.
Yariel Flash
|
The Ysoki gives her affirmative and waits for the map, passing on any questions the group might have and reiterating the one asked earlier, "What sort of resistance are you finding? Grays or something else?"
John U. Rawlins
|
"Make sure we have a complete plan now. We don't know if we be able to get back here, or whether whatever be curb stomping the lab equipment will destroy this comm station while we be away."
| GM Quirk |
The lashunta responds to Yariel. "On our side we're seeing mostly robots and a gray engineer. We dispatched them and are looking for the reactor now."
He continues as he considers his current situation. "Our information is that your side of the complex is very similar to what we're seeing, perhaps a mirror image of the complex on our side. You're going to be looking for a drop shaft. It's probably off of some sort of control room with lots of computer consoles. That drop shaft should lead to a lower level that has the reactor. Shut down the reactor, and we can get the blast doors open. We'll rendezvous after that, and we should be able to be in contact over comms until then."
He sends comm codes for both Narla aboard their ship and his own comms.
When John mentions the "curb stomping" both Narla and the lashunta (whose name you find out is Shez Daiasha) give each other a concerned look.
Yariel Flash
|
"A drop shaft? Would entrance to it look like an airlock in the floor?"
Yariel Flash
|
Thank you for the spoiler info and clarification.
"Alright, we'll be heading out north quickly. Keep us up on things and we'll do the same."
| T’sorkel |
T'sorkel just stares at Yariel as she converses efficiently with the Stewards. So that's what those flashes I've seen near her mean. Something about uniforms, but it makes sense if she was in the military...
Finally, he realizes what she's planning. Wait, we're going towards one of the malfunctioning reactors?! Isn't that going towards the danger? You know how to fix a reactor?!
Doctor Flint-Bridge II
|
Seeing the Stewards’ reactions to John’s comment, Lilly leans toward the communications device. ”The damage in this area looks like it came from a large creature on some kind rampage. Have you seen or heard anything like that in your area?“
Finally, he realizes what she's planning. ” Wait, we're going towards one of the malfunctioning reactors?! Isn't that going towards the danger? You know how to fix a reactor?!”
Lilly flashes T’sorkel a sideways grin.
”Well, there are plenty of meanings to ‘fix’. One way or another, we’ll fix it, I'm sure. This is our best lead yet for getting out of here.“
Beauregard D. Truthpelt
|
"Hello Narla, one of the other, uh, I guess civilians here trapped on the stateion. Be advised that whoever built this place either has access to, or has replicated some stuff from the pact worlds. We're speaking to you on an Abadarcorp Security console in fact. Or, at least a replica of one. So if you or your men run into weird Pact World stuff, that's what's going on. We don't know why they they have this stuff . . . best guess is that they are running tests on how Pact Worlds stuff works."
| Rar'gul |
On alert, Rar'gul scans the room and the corridor beyond the doorway for signs of trouble while his companions converse with the Steward.
He is snapped out of his wary vigilance - turning to look at Yariel in shock - by his partner's unexpected revelation. Huh, "Officer Flash", he considers, recalling the title. After a moment, he nods, shrugs, and returns his attention to watching for danger.
John U. Rawlins
|
"Let me see if I can patch my comm unit into this console."
So we can keep in contact after leaving the room.
Engineering +7, Computers +9: 1d20 ⇒ 6
Or maybe Yariel can do it.
Yariel Flash
|
We have their comm codes and their ship comm codes. The contact said we should be able to be in communication all the time, at least that's how I read it. We shouldn't need to do anything with this node at this point.
Yariel fires up her personal comm unit with Narla and the Lashunta keyed in, "Test one, can you hear me clearly?"
| GM Quirk |
Yes, you all have their comm codes. You can communicate with both Shez and Narla, along with each other.
Little hint on where to proceed: as I hinted recently, you will want to investigate the large room to the east. There are...opportunities...there. After that, north is a great way to proceed, though if you wanted to peak around this level a little more there isn't much more to see.
I did cleant up the map a bit, and moved everyone into the comm room (though I have Rar'gul posted at the door).
| T’sorkel |
T'sorkel takes a deep breath. I suppose if we are going to do this, we ought to get moving. My understanding is that a malfunctioning reactor is not something we want to ignore.
I'm good with checking the big room, then heading north.
| GM Quirk |
Just as you are getting ready to head out from the comm room to seek the reactor, there is a familiar sound outside. There is a crackle, then a flash of light, and once again creatures show up, seemingly out of nowhere.
This time Rar'gul sees a pair of three-legged canine creatures, who aggresively attack.
Their muzzles glow, and suddenly unleash a bright flash of laser POWER!
muzzle beam, red: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 1d4 + 3 ⇒ (2) + 3 = 5
muzzle beam, blue: 1d20 + 12 ⇒ (3) + 12 = 15
damage: 1d4 + 3 ⇒ (3) + 3 = 6
Hit and a miss!
Bold may go. Map has been updated. This time they're coming from the north. Round 1.
1. Three-legged dog blue
2. Three-legged dog red
3. T'sorkel
4. Yariel
5. Beauregard
6. Dr. Flint-Bridge
7. John
8. Rar'gul (-5)
Rar’gul: 1d20 + 1 ⇒ (3) + 1 = 4
Dr. Flint-Bridge: 1d20 + 2 ⇒ (17) + 2 = 19
John Rawlins: 1d20 + 5 ⇒ (16) + 5 = 21
T’Sorkel: 1d20 + 6 ⇒ (20) + 6 = 26
Beauregard: 1d20 + 0 ⇒ (18) + 0 = 18
enemy blue: 1d20 + 4 ⇒ (15) + 4 = 19
enemy red: 1d20 + 4 ⇒ (3) + 4 = 7
| T’sorkel |
T'sorkel glances outside the room. Holy Wanderer! Dogs with lasers! Shooting lasers out of their mouths! He thinks about unleashing another pocket of mist, but then an odd smirk appears on his face. He reaches out to touch the dog's mind. Come here, doggy! T'sorkel slowly begins to retreat father into the room, trying to draw the dog in.
Casting Command on the red dog to approach. Will DC 17 (with boost from the polish). In theory, if it fails, it will do nothing but come into the room, triggering AOOs all along the way.
Yariel Flash
|
The ysoki darts into action at the sight of the dogs and zips out through the door, disappearing to the south so they have to run past the big guy to get to her. She pulls her pistol as she moves and fires a single shot at the lead creature, "Take them out quick, we need to get to the reactor fast."
SA Pistol vs. KAC - Fizzy Soda Still?: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17 for Piercing + W.S.: 1d6 + 2 ⇒ (5) + 2 = 7
| Rar'gul |
Is it still within 10 minutes of the start of the dino fight? If not, I'll use 2 charges to activate it.
Rar'gul grunts as he is scorched by one of the doggo-beams.
Hefting his hammer, he nods to Yariel and strides down the corridor toward the canines.
EP +1
Lifting the mighty weapon above his head, electricity crackling along its length, the trox drops the weapon's heavy head down at the closest dog.
Diamagnetic storm hammer (vs KAC): 1d20 + 7 ⇒ (20) + 7 = 27
Bludgeoning & Electricity Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Crit damage?: 1d8 + 6 ⇒ (3) + 6 = 9
EP: 1/3
If the attack is a crit and these are classed as significant enemies, he will gain an extra EP
Beauregard D. Truthpelt
|
As Beauregard leaves, a shadowy, black-and-white nuar appears behind the blue dog and distracts it at a crucial time.
Beauregard will walk out and cast Wisp ally on the Blue dog, giving it a -2 penalty to its AC vs. the next attack.
| GM Quirk |
will save: 1d20 + 7 ⇒ (12) + 7 = 19
The creature resists T'sorkel's magic.
Rar'gul and Yariel are far more difficult to avoid, as they both land thunderous hits on the lead creature.
The second dog has a distracting shadowy form behind it, compliments of Beauregard.
Dr. Flint-Bridge and John may go.
John U. Rawlins
|
"Dogs with lasers in their mouths? Delightful." John hasn't quite finished the sardonic statement before he is in the corridor, popping out from behind the nuar detective to fire a shot.
Trick attack, stealth v CR+20: 1d20 + 12 ⇒ (4) + 12 = 16
static arc pistol v red EAC: 1d20 + 6 ⇒ (1) + 6 = 7 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trick attack damage (plus red flat-footed if all that works: 1d8 ⇒ 7
But he rushes the shot and electricity crackles along the wall.
| T’sorkel |
A +7 Will save?! Wow, that's higher than anyone in the party right now. Maybe these are a real threat...
Doctor Flint-Bridge II
|
As Lilly wrapped up one last scan of the room for any clues or other useful notes, she heard popping sounds in the corridor and winced. Not more teleporting dinosaurs…
She darts out the door into the hallway, readying her injection rifle. The flashes of intense light and smell of lasers cutting into Rar’gul show her precisely where to aim. She decides to hold onto her last biohack for now, so she switches to a minor inhibitor that will hopefully take some of the edge off a dog’s attack.
Liquidator Casutolance: 1d20 + 5 ⇒ (11) + 5 = 16 vs red dog
Damage plus injection: 1d6 + 2 ⇒ (5) + 2 = 7
Minor inhibitor: -1 to attack rolls, 5 rounds
| GM Quirk |
Rar'gul pounds the first three-legged canine viciously, and Yariel and Dr. Flint-Bridge also hit it.
The first canine, though wounded terribly, lashes out at Rar'gul.
to hit, bite attack: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
damage: 1d6 + 5 ⇒ (1) + 5 = 6
Hit!
The second canine begins to...glow? Suddenly it crackles with energy, and there is a bright flash that covers all of the corridor.
Everyone in the corridor needs to make a DC 12 fortitude save or be dazzled: 1d4 ⇒ 2 rounds.
Rar'gul, you can consider this a significant enemy.
Bold may go. Round 2.
1. Three-legged dog blue (-2 to AC vs. next attack)
2. Three-legged dog red (-30, -1 to attack rolls0
3. T'sorkel
4. Yariel
5. Beauregard
6. Dr. Flint-Bridge
7. John
8. Rar'gul (-11)
| Rar'gul |
Thanks for the confirmation, GMQ.
EP:2/3
As the dog bites into him, Rar'gul redirects the stored force from his recent attack into a protective layer, mitigating some of the damage inflicted by the dog's bite.
Reaction: Mitigate (reduce damage by Vangard level: only 2 instead of 6), -1 EP, EP:1/3
GMQ, does the dog's glow attack provoke?
Fortitude DC12: 1d20 + 7 ⇒ (11) + 7 = 18
Aspect Embodiment: +1 EP on save to negate, EP:2/3
Unphased by the flash, Rar'gul lets the hammer's weight fall back, using the momentum from gravity to propel the weapon's head in upward strike at the nearest dog. Following the swing, he steps to the side, plants his feet and returns a backhand blow. (Full attack)
Diamagnetic storm hammer 1 (vs KAC): 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Bludgeoning & Electricity Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Diamagnetic storm hammer 2 (vs KAC): 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Bludgeoning & Electricity Damage: 1d8 + 6 ⇒ (8) + 6 = 14
| T’sorkel |
T'sorkel frowns as the dog does not follow his command. He steps out into the corridor with the others, aiming his sonic suppressor at the lead dog.
Attack vs Red: 1d20 + 5 ⇒ (20) + 5 = 25
Sonic Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Additional crit damage: 1d4 + 2 ⇒ (3) + 2 = 5
Crit effect! Red can't make any vocalizations for 1 round
Doctor Flint-Bridge II
|
Fortitude save: 1d20 + 5 ⇒ (10) + 5 = 15 vs red dog’s flash
Liquidator Casutolance: 1d20 + 5 ⇒ (2) + 5 = 7 vs red dog
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
As the dog begins to glow, Lilly shields her eyes just in time.
The quick movement throws off her aim, and her shot scorches the floor behind the dog.
Beauregard D. Truthpelt
|
Beauregard moves up, drawing his handaxe as he does, and swings at blue
Attack: 1d20 + 5 ⇒ (10) + 5 = 15Whisp ally reduces blue’s AC by 2 can this attack
damage if hit: 1d4 + 6 ⇒ (2) + 6 = 8
”I’ll show you whose non-combatant.” he says under his breath.
John U. Rawlins
|
Fort save: 1d20 + 1 ⇒ (15) + 1 = 16
John shields his eyes with his cane hand against the far dog's flare. He lunges forward a step as if to rush the dog, then stops and raises his shock pistol to fire again at the one closest to him.
Trick attack, stealth v CR+20: 1d20 + 14 ⇒ (19) + 14 = 33
static arc pistol v red EAC: 1d20 + 6 ⇒ (16) + 6 = 22 ... damage: 1d6 + 2 ⇒ (3) + 2 = 5
Trick attack damage (plus red flat-footed if all that works: 1d8 ⇒ 6
Yariel Flash
|
Fort: 1d20 + 2 ⇒ (13) + 2 = 15
Yariel shields her eyes and then snaps off a quick shot into the wall, mainly to avoid hitting her allies.
SA Pistol vs. KAC - Fizzy Soda Still?: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6 for Piercing + W.S.: 1d6 + 2 ⇒ (6) + 2 = 8
| GM Quirk |
fort save for beauregard: 1d20 + 1 ⇒ (8) + 1 = 9
Beauregard, you are dazzled (-1 to hit). You still hit (barely!) last turn. Everyone else made their saves..
T'sorkel steps out in hallway, levels his pistol, and ends the lead dog.
Re-routing everyone else's attack to blue. Rar'gul, I'm going to rule you don't get an AoO, as this was not an attack action that it performed.
The remaining canine nips at Beauregard.
to hit: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 1d6 + 5 ⇒ (2) + 5 = 7
Hit!
Bold may go. Round 3.
1. Three-legged dog blue (Flat-footed, -33)
2. Three-legged dog red (DEAD)
3. T'sorkel
4. Yariel
5. Beauregard (-7)
6. Dr. Flint-Bridge
7. John
8. Rar'gul (-11)
Doctor Flint-Bridge II
|
The dogs go down more quickly than Lilly anticipated. Glad I held onto that last biohack for whatever is ahead.
Loading another of her minor inhibitors, she honestly hopes the shot will kill the dog before the biohack takes effect.
Liquidator Casutolance: 1d20 + 5 ⇒ (4) + 5 = 9 vs blue dog
Damage plus injection: 1d6 + 2 ⇒ (2) + 2 = 4
Minor inhibitor: -1 to attack rolls, 5 rounds
The shot misses cleanly, hitting near the spot that her last shot scorched.
”One more like that and I'll be making installation art,“ she mutters.
Yariel Flash
|
The Ysoki aims a bit more carefully and fires again.
SA Pistol vs. KAC - Fizzy Soda Still?: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13 for Piercing + W.S.: 1d6 + 2 ⇒ (3) + 2 = 5
| T’sorkel |
T'sorkel clicks in excitement. Hey, I got one! He tries to step up behind Rar'gul and fire again, though the Trox is blocking most of the the view.
Attack (cover): 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Sonic Damage: 1d4 + 2 ⇒ (2) + 2 = 4
John U. Rawlins
|
Target blue to negate AoOs.
John clamps his cane under his arm and draws its blade free. The sheath portion of the cane clatters to the ground as he rushes forward. Timing his transit of the creature to its attack on the nuar, John slips behind it and slices.
Sword cane v KAC, flank : 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 ... damage: 1d4 + 2 ⇒ (4) + 2 = 6 , critical Bleed 1d3; Analog.operative)
| Rar'gul |
As the group begins to encircle the canine, Rar'gul presses his attack with another flurry of strikes.
Diamagnetic storm hammer 1 (vs KAC): 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Bludgeoning & Electricity Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Crit Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Diamagnetic storm hammer 2 (vs KAC): 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
Bludgeoning & Electricity Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Doctor Flint-Bridge II
|
As the last dog collapses, Lilly notices a burning sensation in her lungs and exhales hard.
I was holding my breath through that whole fight. This place is getting to me.
She swings the rifle down each corridor, bracing for the “pop” of another creature appearing, but sees nothing.
”There’s a door about 30 feet down this hallway. That’s where we were going when the flashy dogs appeared, right? Let’s get in there before something else joins us out here.“
| T’sorkel |
T'sorkel glances down the hallway and something from the Archive flashes. He wasn't quick enough to catch it but it was enticing. Come on, I think it's this way. He walks down and looks at the hatch for any markings. Suddenly confident this is the right thing to do, he presses the button for the door mechanism.
Doctor Flint-Bridge II
|
Lilly follows T’sorkel down the hallway with her rifle at the ready. As he opens the door, she peers around him, ready to shoot anything that moves.
As light pours into the hallway, she shields her eyes for a moment then looks again.
“Is that... what's happening in there?”
Physical science: 1d20 + 10 ⇒ (15) + 10 = 25 to identify what's happening in the room -- is that energy?
| GM Quirk |
T'sorkel and Doc venture down the hallway and peer into the room.
A dull green glow suffuses this oddly shaped chamber.
A five-foot-diameter platform stands in the center of the
room, with a column of green light projecting from it up
to a matching area in the ceiling. A swirling, undulating
dark mass floats in the center of this column of light,
small arcs of electricity flickering over its ever-changing
surface. Circuitry patterns cover the walls, and eldritch
runes and shifting symbols are worked into these designs.
In the five corners are large raised sections of tubes,
wires, and vapor-clouded pipes, each array humming and
occasionally hissing.
The hissing apparatuses are likely some sort of energy sink.
Once you enter the room (please place your tokens within the room) I can tell you more.
| Rar'gul |
"Carreful, Docc," Rar'gul warns gently. "Let me go firrst - you'rre much too valuable to rriskkk."
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Mysticism to identify runes and symbols: 1d20 + 9 ⇒ (3) + 9 = 12
The trox pauses to peer through the doorway. If the coast seems clear, he will enter the room and make his way around to the right of the platform, leaving room for his companions.
| T’sorkel |
T'sorkel follows Rar'gul into the room, his curiosity peaking as he sees the swirling mass of energy and the runes around the room. "Ohh...shiny..."
Mysticism to ID runes: 1d20 + 11 ⇒ (14) + 11 = 25
Engineering to ID tech (-5 to the DC if it's rare or alien): 1d20 + 6 ⇒ (11) + 6 = 17
Mysticism to ID tech (-5 to the DC if it's rare or alien): 1d20 + 11 ⇒ (12) + 11 = 23
John U. Rawlins
|
John follows the others in and turns left toward one of the machines. "Could be tied to the energy system somehow. May be we can shut the reactor down from here. What do you think, Yariel?"
Engineering: 1d20 + 7 ⇒ (8) + 7 = 15
Computers: 1d20 + 9 ⇒ (10) + 9 = 19
Doctor Flint-Bridge II
|
Lilly tosses a grin up at Rar’gul as he moves past her into the room.
“I don’t know about ‘too valuable’… ” But thanks. She’d say it out loud, but now’s not the time.
She follows and slips behind him to one side for a better look.
Physical science: 1d20 + 10 ⇒ (8) + 10 = 18
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Engineering: 1d20 + 8 ⇒ (8) + 8 = 16
Three consecutive 8's? Really??
Yariel Flash
|
Yariel moves up and glances through the door. She is happy to notice that she is also too valuable to risk. It isn’t even patronizing, but more nice to know how much her allies care about her. Even if left unsaid. :P
Waiting to see if any skills are more or less relevant before rolling.
Beauregard D. Truthpelt
|
Beauregard just edges into the room and looks around.
perception with scanning kit: 1d20 + 11 ⇒ (5) + 11 = 16
mysticism: 1d20 + 7 ⇒ (19) + 7 = 26
"This isn't the power core, right? We're supposed to go down the hatch for that?"